Melee: Difference between revisions
From Halopedia, the Halo wiki
(→Halo 2 and Halo 2 Anniversary: Okay, I was wrong. Those numbers weren't completely inaccurate. Though, it is not every weapon that needs those amount of melees, so I made sure to distingush that.) |
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===''Halo 2'' and ''Halo 2 Anniversary''=== | ===''Halo 2'' and ''Halo 2 Anniversary''=== | ||
''[[Halo 2]]''<nowiki/>'s melee system was based on three levels of player movement as well as the weapon held. A stationary melee does the least | ''[[Halo 2]]''<nowiki/>'s melee system was based on three levels of player movement as well as the weapon held. A stationary melee does the least damage (with some weapons taking six melees to kill a fully shielded spartan), a running melee taking down roughly half of the target's shields (giving some weapons a three hit kill, and a jumping melee almost completely removing the target's shields (giving some weapons a two hit kill). With a patch, this system was updated massively buff most weapons {{Ref/Site|ID=Halo2Melee|URL=https://gamefaqs.gamespot.com/xbox/562116-halo-2/faqs/36514}}. | ||
With the introduction of [[dual wielding]], a new feature was added: if a player performs a melee attack while dual-wielding, they will drop their left weapon. | |||
In ''Halo 2'', melee attacks had the added benefit of canceling various animations and delays. This trait was shared by various other actions, and was exploited in the form of [[Button combo|special button combinations]]. | In ''Halo 2'', melee attacks had the added benefit of canceling various animations and delays. This trait was shared by various other actions, and was exploited in the form of [[Button combo|special button combinations]]. |